Ok peeps, after watching a few battle reports there are some RUDE things that can be done with the Ynaari faction. I thought perhaps rather than add army lists and ask people to review them (that can be done in your own threads), we should put into one place specific ideas or strategies using Ynaari.

Perhaps give it a title, an explanation and add "the trick" that explains the idea of the outcome.

As you add them, ill copy the text out of your post and add them to these at the top of the post as we have a 1 stop shop place for tactics with our "new found eldar" Ynaari.

Some of what I have observed so far.

Howling Banshees are BACK - Free charge moves and 49(56"possible charging turn 1)----------------------------------------------------------------------------------------------------------Explanation: 10 Howling banshees placed in Raiders with Exarchs with Executioners (Str 5 AP 2) that charge the enemy 49" reliably on turn 1 (or turn 2 if you use an exarch to give you a 2+ roll.)

The Trick:1. Transport moves 12" (total 12" movement)2. Transport Turboboosts 24" (aethersails) (total 36" movement)3. Enemy shoots transport and kills it immobilises it. The point is you still get your 24". If they dont blow up the transport they they will still be safe in the transport (if they don't kill it, next turn will be fun)4. Banshees after wounds allocated and rolled for, deploy 3" from destroyed transport (total 39")5. Banshees use soul burst action because transport destroyed (avg 7" + 3" charge) (total 49") (another 7" possible, use fleet wisely) = 56" possible

Note:- They cannot overwatch you.- Add Jain Zan now to taste as your warlord! - You are likely to get off a 46" movement and charge for the cost of a 55 point transport!

Note: Don't use harlequins fo this. The exploding transport will wipe out your dudes since they only have a 5+ save. You CAN do it with them, but you have to use a starweaver to do it for the 4++ save and be prepared to take some of the losses.

Harlequins are back... Multiple free Str 6 Hammer of wrath attacked caused by Soul Burst!-----------------------------------------------------------------------------------------------------------This is to do with the above tactic. Explanation:Ok ok I said don't do this with Harlequins, but something to consider... The idea is to buy the following units:

The Trick:I wonder where the danger is coming from here. The trick is simple, the whole army moves and turbo boosts. Vehicle lists are a bit harder to deal with now and you obviously will pop all your 4++ inv for 1 turn on the first turn. I suggest Aethersails and Flickerfields on the Raiders for the same effects and extra range.

The kicker: Every harlequin unit that charges get D3 hammer of Wraith attacks. Assuming 5 guys, prob 10 Str 6 hits before they get their own attacks in at high initiative. Thats 4 units of harlequins doing that. Now if your locked into combat with the Harlequins and next turn (or in their turn) you happen to kill a unit, you can immediately charge another unit again inflicting Str 6 Hammer of wrath hits. In addition, if you have other Harlequins units around you, and 7 or more units, 2 units get to charge with soul burst causing more charges to go off with more hammer of wrath hits. Remember a unit can only use soul burst once a turn. But between 7 combat units close to each other, watch it chain on unit deaths (theirs or yours).

Cloudstrike formation is competitive again "Cough" - Turn 4 melts shooting units into 7 melta shooting units for FREE-------------------------------------------------------------------------------------------------------------------------------------------Explanation: First, as heavy support (Ynaari) take 3 Falcons as per normal.Second, take an aspect host (ynaari) of fire dragons and place into the falcons and deep strike them as per normal.

The Trick:So this isn't a new idea, but the effect of it certainly makes it work better (like it ever needed to work better)... Shoot with the vehicles into the thing you want dead (it should be after you've shot at it). If they kill a unit, you've made sure a fire dragon is within 7", and they get to make a soul burst action. If you have taken 7 units as part of the formation (and you WILL), then you're allowed to make 2 units do ao soul burst action. So you get 2 free melta unit shots, not one as a soul burst action. Now, if you kill another unit, you chain that to the last fire dragon unit who also now gets to shoot. Now, for only the cost of shooting the falcons, if everything went well, you've had 3 units of fire dragons that have shot for free, and now they get to do it all over again in their shooting phase. That's 7 shooting lots when only 4 should have, all at BS 5 pretty much with melta at a range that "you have set" and you should have cleared a little clearing and made such a carnifex distraction, they have likely forgotten all about whatever else you have.

...Just what if ... you took 4 x black guardian with Fusion guns/ warwalkers/ vypers as well. Thats at least 4 more deep striking units no scatter as well... But none of this will earn you any friends...

Wraithguard resilience and owning the Centre of the board - They can't shoot at you, and they can't some close to you either! ---------------------------------------------------------------------------------------------------------------------------------------------------Ok, if you "want to make someones life difficult and you want to make a unit really resilient, take the Whispering Ghost hall.

(Add a second spiritseer in case 1 dies as it sort of relies on them)(maybe add an archon with armour of misery from HQ slot to taste)(maybe add another farseer rolling all revenant powers as well allowing your other farseer freedom to try for guide etc)

The Trick:The trick is simply so many saves you are unlikely to go down. - First: You are a majority toughness 6 unit. - Second: No one will want to come near you because of the formations ability to reroll hits if a character is within 12" of a character from this unit.- Third: If you warlord is in this unit you have a 1 in 6 , "chance of picking your own spells from the warlord traits"- Fourth: If units are locked in combat with you, they are at -2 to Ld.- Fifth: Now the unit comes with a Spiritseer, so you have a 1:3 chance of getting protect. Which if you do, you now have T6 2+ armour save. You WILL get conceal so you should get that all important 2+ cover save.- Sixth: You also have a shadowseer: If you can get Veil of tears off, they now cant shoot at your unit. 2D6x2 (ave 14") inches. Averages are good they can't target you anyway. If they come closer, they will suffer the - 2/-4/-6 to their Ld tests. (handy to the -2LD if locked in combat)- Seventh: (Notice how we didn't even get the farseer yet). Be rude, go for invisibility, or not its up to you. Buy song of Yneed, forcing a morale check if they unit takes just 1 casualty. But spells like guide, fortune, psychic shriek and santuary all good to try for. etc- Eighth: Now you could be rude and take a basic archon with the armour of misery for the extra -2 Ld to Ld, stacks with the others doesn't it. Now.. say it with me "Phantasm grenade launcher"- Ninth: Now consider you didnt take D weapons but axe and shield wraith guard instead, you got a 4+ invun save. Now what if you rolled Sanctuary for the 3+ invul save?-Tenth: add a farseer from the HQ slot dedicated to the Yneed revenant powers. So much cheese in there like casting a free move or shoot or charge on your own unit.

NOW, think about this from a psychic power point of view... Laugh of sorrows and psychic shriek - have new meaning because you roll against your leadership to generate wounds if you get it). If you are around and own the centre of the board its a bit hard to ignore you because you have some power to dish out some damage here. But if they want to come to get you they fall under a veil of -4 to -6 to leadership depending on the circumstances. That's also because you probably are armed with D WEAPONS right.. cause you WILL buy some. But if they want to stand off and shoot at your unit, you try to have veil of tears up so they cant see you. And even if after all that they can see, they can shoot at you, and they then have to wound you vs your Toughness 6, your possible 2+ or 3+ armour save or 2+ ruins save because you will set yourself up near any ruins in the centre.

... now.. to add salt into the wounds... you add the Avatar of Ycarne that also gives you your 5+ FNP....too rude to add a hemlock wraith fighter to fly around centre of the board?

The point to this is its not even a made up tricked out deathstar. It is what it is. Resilient, expensive sure, But what resources do they have to allocate to be rid it. And... what are you doing with the other half of your army that the same time? THATS why it is good.

Take the Wraithknight AND the Avatar of Yneed, both Lords of war-------------------------------------------------------------------------------Explanation:Yes a lot of poeple know this already but its in because some people wont know it...The cost of this is high, especially if someone takes units like 2 x Tau stormsurges, however if you take a Wriathknight as a Lord of war, you CAN also get the Avatar... how?

The trick:Take the Triumvirate of Ynnead as a formation lets you take the Ycarne as well as part of the formation.

Explanation:I've heard a few podcasts lately that seem to dis the idea of charging into combat for a soul burst action. That an action like that doesn't seem valued. But I can't help think this is PERFECT and what we've all been wanting for a LONG time. The idea is simply, if a unit has been destroyed, using a charge move to change into someone's combat at that specific initiative step.

We are the first unit (that I know of but I dont know all the armies intimately) that can charge a unit, kill it, then charge into another unit in the same turn.

The Trick:

Why is this a good thing?1. If your Howling banshees, you can tie up units like Tau with a multi-charge that prevents them from firing overwatch or "multi-overwatch" onto other friendly units that are "yet to work out their initiative steps/ charge this phase"

2. It protects a unit from being further shot up because its now protected by being in combat. Now units like Harlequins and Howling banshees are going to use abilities like Hit and Run to get out of that combat at the end of the turn and charge again in their own phase.

3. Most importantly of all, if you've got a huge multi-unit charge going on, you want to tie units up will you deal with them with your high initiative next turn. This is critical. (We've always thought, gee. I've just won the combat and not im hanging out like a sore thumb about to get shot to death. Well, now you can charge into another combat in the protection of close combat. At the end of their turn, hit and run out and charge again. Or, keep them locked up in combat, sure you don't get the extra charge dice, but you also don't get overwatched either!)

- there is nothing quite like a harlequin unit wiping out 1/4 of a Guard unit, but because at their initiative step they've wiped out all models around them so combat ends because models can't get to them. Then the guard unit turns around and shoot their arse to death in their turn. This can help stop that.

Why is this a bad thing?If it isn't a unit like banshees, your allowing free overwatch against your units. (But better than the rest of the tau army shooting at you.)

This is very rude---------------------Take 2 Aeldari Bladehosts in a Reborn Warhost. Kill one unit within 7" of at least one unit from each formation. Activate United in Death and take 12 Soulburst actions

Multiple Carges from Harlequins--------------------------------------- the question is what died to allow the multi charge?

Harlequins in a Cegorach's Revenge or Jest. You can run and charge, which cannot be done by any other formation. Ideally you'll be able to charge into a second a combat to protect you from shooting.

I'm still on the fence when it comes to the Whispering Ghost Hall formation. Do you really need to bring that formation just for the Fear tests and -2LD against fear? I'd rather just bring a Wraith Host. At the very least, you get a Wraithknight that isn't a LoW.

I actually sold my wraithknight. People in my club refuse to play me with it and i dont go in tourneys. So i traded it for for 40 sisters of battle models (wave serpent too).

Considering the cost of sob it was a good trade. Saying that. I saw a game yestersay where 2 storm surges took out a wraithknight turn 1... ignore cover... 4 str D hits... game over 300 points down the drain.

Oh wraithknights are good and ill prob buy another one down the track.

But with the whispering ghost hall for me i think its the spells. I dont care about -2ld. I want to inflict -6ld on them then hit them a psychic shriek and a phantasm grenade launcher.

And the mind games of ...please...please come close.... ut of... veil.of tears, sorry you cant see me.

There are better options in that eldar are an army that is fast. These guys aint that. But they can get around faster due to extra moves from the soul burst actions too

Combo-ing the -2LD is a good idea. I do the same thing with the Hemlock and either Psychic Shriek or Aether Shock from a Wraithseer. But the -2 from the formation is only for fear tests. Does any of the things you want to combo with go hand in hand with fear tests?

For me, some of the nasty combinations highly depends on whether Soul Burst overwrites the normal restrictions placed on a unit, like assaulting using soul burst after infiltrating. But otherwise, the other viable combos/tricks you can do with the new book:

1) Fire Dragon bomb (Venom Deepstrike, since they can now start embarked)2) Wraithguard bomb (See No. 1)3) Having shadowseers to protect your foot based powerhouse to reach enemy lines or protect Backline units (eg. Dark Reapers)4) Having 26 vanilla War Walkers that deepstrike with no scatter starting turn 1, using the Ulthwe Strike Force (granted not considered Ynnari but the same nonetheless...) And you start the game with your opponent having nothing to shoot at. :3

Seems like if you're going to spend the points to assemble a Whispering Ghost Hall that it might be better to just add a Wraithknight to qualify for the Wraith Host formation. The formation benefits are better for the Wraith Host and you can always add a Farseer and Shadowseer to the units. Or, did I miss something here?

The biggest thing I see from this is making your opponent think very hard about the order and consequences for killing your units, as well as the positioning of their units and trying to minimise the amount of soulbursts they give.

I had the following happen on my opponents turn in a practice game with the Reborn Warhost rules.

I went first, had a wraithknight in their deployment zone due to Revenant powers (Not in combat due to killing something my turn). I had a several minimum sized scatter bike squads. In his turn he killed one of my scatter bike squads with shooting, two of the bike squads then took Soulburst shooting actions which managed to kill a unit close to the wraithknight, allowing it to Soulburst and charge. We played it as the wraithknight got to swing due to that charge as well, but until we get a FAQ from GW I am not sure if this is the correct way to play it or not.

Seems like if you're going to spend the points to assemble a Whispering Ghost Hall that it might be better to just add a Wraithknight to qualify for the Wraith Host formation. The formation benefits are better for the Wraith Host and you can always add a Farseer and Shadowseer to the units. Or, did I miss something here?

To me it feels like the Ghost Hall should be a CC formation. That's only where Fear is used and all the powers you can get are still good (protect, veil of tears, etc), plus the other ones that increase strength and initiative. Wouldnt it suck to roll those when you have nothing but Wraithguard and not Blades?

But remember, you lose Battle Focus if you take it in the Reborn Warhost.

Yes, but that doesn't stop you (if you win first turn), having them next to each other and boarding the transport and turbo boosting forward. No loss at all. You cant help it if they seize on you. And if you are going second, try to board out of line of sight.

I mean more for the not being able to have to have the unit soulburst after their transport exploded. Because Dark eldar vehicles love to explode and it was fun the one time i got to jump out and charge my friends unit.